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Switch to Forum Live View Negative HP on monsters
2 years ago  ::  Jul 12, 2011 - 7:58AM #1
Quintal
Date Joined: Mar 1, 2011
Posts: 19
I'd like to suggest a toggle to not auto-kill monsters when they hit 0 hp. 

This is for two reasons;

A. it allows for monsters that can go unconsous like a player (say, an enemy adventuring party)

and B. It allows for entities with no set hp value (but still need to be tracked)

Example's of B would be a monster that can't be killed, but changes his actions based on how hard the players hit him, or a magic device that absorbs spells cast at it and releases the damage it took at a later time.

Currently I'm just using the notes field to record negitive HP values, but it'd be cool if I could use the damage buttons for this (as well as all the nifty tracking for ongoing damage)
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2 years ago  ::  Jul 12, 2011 - 4:18PM #2
PhantomPalmer
Date Joined: Jun 23, 2009
Posts: 75
I guess in 99% cases the monsters die(or got captured) when they reach 0 HP, right?

So, I assume you are talking about to let certain monsters to remain in the initiative order even when they got 0 or less HP and let the DM decide when the monster must leave it. Did I understand it right?

Is it related to traps/hazards or real monsters? 
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2 years ago  ::  Jul 13, 2011 - 8:20AM #3
Quintal
Date Joined: Mar 1, 2011
Posts: 19
Yeah, this would only be for certian monsters. This is something I could see using for both real monsters and traps/hazards.

Perhaps a checkbox on monster creation for "Monster leaves initiative order at 0hp"?

Another example I have would be a group of zombies controled by a wizard. The zombies can't die, but once each zombie has taken X damage, the wizard becomes vulnerable. 
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2 years ago  ::  Jul 30, 2011 - 2:08PM #4
Pellanor
Date Joined: Mar 31, 2005
Posts: 59
This would also work great for Trolls or other monsters that can get up once they're reduced below 0 hp. Right now re-adding them is a bit of a cumbersome process.
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